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Primalshard: other "echo" plane.
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<blockquote data-quote="LuisCarlos17f" data-source="post: 9688740" data-attributes="member: 6802378"><p>Carvoria.</p><p>Journey to the Center of the Wildspace. </p><p></p><p>This wildspace is different because it isn't a group of celestial bodies orbiting around a central star in the middle of the void but more like a giant natural sponge full of holes where the life flows. The most important zones are the nodes, the biggest spaces with "sunlight" in the center that gives the necessary daylight for the development of plant life. The nodes are conected by means of "tubes" approximately the half of radius of the central nodes. There are day-night cicles and even moon cycles (and werebeasts can be affected by this). Some astrologers' theories the stars can be watched from the land because the rest of the earth become invisible when it is too far. </p><p>The most relevant geographical feature is the floating archipelagos, great masses of earth conected among them but also allowing great empty spaces among them. The phenomenon is similar to floating islands filled with carvorite but with the difference everything is connected thanks "floating atolls" and stone pillars to the lower level. </p><p>The naval trade is possible thanks the "ethersea", working like an ocean of "dark matter", an incorporeal and invisible matter but where certain native animals and ships can "float" by means special ionitation. The "etherwater" can condese and become corporeal and relatively potable.</p><p>One of the most relevant features of the region are the "floating cities", clusters of cruisers that "float" in the ethersea. The most of the main floating cities are ruled by dragons, and to find moon, sun or stelar dragonborns is relatively easy here. There are also other floating cities ruled by giants or churchs. There are large areas of cultivation but these are mainly in the lower levels of the floating archipelagos where the level of dayligh is lower but there are "lighthouses" than enough sunlight for the farms. According an old legend this is because an ancient agreement between the goddesses of agriculture and nature.</p><p></p><p>The political organization is mainly independient city-states or some coalition because a peculiarity in the space-time continuum. If you want to go to certain city to trade or to study in its prestigious academies then you need some special key or to arrive in certain date because in the rest of the year those cities seems ruins. The keys of the "chrono-gates" can be found like threasures in certain dungeons, and these keys are time-limited, forcing a new quest in those dungeons. This peculiarity may seem very strange and uncomfortable to outsiders, but the natives believe that thanks to this, many wars, invasions, and pirate attacks have been avoided. Some adventures don't mind to explore the ruins because they can find interesting treasures. Some times to be in those ruins may be really dangerous because some disaster happens, like an alien invasion, an earthquake, a volcanic eruption, a sutnami, the fall of a meteor, an epidemic or an undead outbreak. The natural disasters are the easiest to be avoided thanks divination magic, allowing enough time to evacuate.</p></blockquote><p></p>
[QUOTE="LuisCarlos17f, post: 9688740, member: 6802378"] Carvoria. Journey to the Center of the Wildspace. This wildspace is different because it isn't a group of celestial bodies orbiting around a central star in the middle of the void but more like a giant natural sponge full of holes where the life flows. The most important zones are the nodes, the biggest spaces with "sunlight" in the center that gives the necessary daylight for the development of plant life. The nodes are conected by means of "tubes" approximately the half of radius of the central nodes. There are day-night cicles and even moon cycles (and werebeasts can be affected by this). Some astrologers' theories the stars can be watched from the land because the rest of the earth become invisible when it is too far. The most relevant geographical feature is the floating archipelagos, great masses of earth conected among them but also allowing great empty spaces among them. The phenomenon is similar to floating islands filled with carvorite but with the difference everything is connected thanks "floating atolls" and stone pillars to the lower level. The naval trade is possible thanks the "ethersea", working like an ocean of "dark matter", an incorporeal and invisible matter but where certain native animals and ships can "float" by means special ionitation. The "etherwater" can condese and become corporeal and relatively potable. One of the most relevant features of the region are the "floating cities", clusters of cruisers that "float" in the ethersea. The most of the main floating cities are ruled by dragons, and to find moon, sun or stelar dragonborns is relatively easy here. There are also other floating cities ruled by giants or churchs. There are large areas of cultivation but these are mainly in the lower levels of the floating archipelagos where the level of dayligh is lower but there are "lighthouses" than enough sunlight for the farms. According an old legend this is because an ancient agreement between the goddesses of agriculture and nature. The political organization is mainly independient city-states or some coalition because a peculiarity in the space-time continuum. If you want to go to certain city to trade or to study in its prestigious academies then you need some special key or to arrive in certain date because in the rest of the year those cities seems ruins. The keys of the "chrono-gates" can be found like threasures in certain dungeons, and these keys are time-limited, forcing a new quest in those dungeons. This peculiarity may seem very strange and uncomfortable to outsiders, but the natives believe that thanks to this, many wars, invasions, and pirate attacks have been avoided. Some adventures don't mind to explore the ruins because they can find interesting treasures. Some times to be in those ruins may be really dangerous because some disaster happens, like an alien invasion, an earthquake, a volcanic eruption, a sutnami, the fall of a meteor, an epidemic or an undead outbreak. The natural disasters are the easiest to be avoided thanks divination magic, allowing enough time to evacuate. [/QUOTE]
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